Search found 16 matches

by Megablast
Thu Apr 27, 2023 5:20 pm
Forum: Rules and Forum Announcements
Topic: ZDoom Wiki Thread
Replies: 887
Views: 239616

Re: ZDoom Wiki Thread

The flag table improves it a lot. Nice job!

I still vouch for less space between the parameter names and their descriptions but I can live with how it is now.
by Megablast
Thu Apr 27, 2023 5:13 pm
Forum: Rules and Forum Announcements
Topic: Spring Cleaning 2023: Moderation
Replies: 64
Views: 23609

Re: Spring Cleaning 2023: Moderation

Let me mildly disagree on this. If a forum post is worded in a way that necessitates discussion of its intent it is already a clear sign that there's something wrong with how it is worded. In clear English: No matter what it says, if may genuinely be considered very offensive by some people. In my ...
by Megablast
Thu Apr 27, 2023 3:43 pm
Forum: Assets (and other stuff)
Topic: what software do you use?
Replies: 5
Views: 993

Re: what software do you use?

I second using Blender, ever since they refreshed the UI in 2.80 it has become my favorite modeling software.. And it's free + open source! (I used 3DS Max and Maya in the past)
by Megablast
Thu Apr 27, 2023 4:21 am
Forum: Rules and Forum Announcements
Topic: ZDoom Wiki Thread
Replies: 887
Views: 239616

Re: ZDoom Wiki Thread

The new version is pretty nice, the only downside is what Cali mentioned, you kind of lose being able to picture every parameter and flag at once. Adding the data types and extra text styles is a big plus too! If you reduce the vertical paddings/margins between the flags' intro line and their ...
by Megablast
Tue Apr 25, 2023 8:42 pm
Forum: Rules and Forum Announcements
Topic: Spring Cleaning 2023: Moderation
Replies: 64
Views: 23609

Re: Spring Cleaning 2023: Moderation

So the community is in a bit of a weird spot and understandably so after what happened.. Trust seems to be at an all time low, however the administration just ate a point blank BFG blast and I do believe something good can rise from the ashes. Some of the things I personally think could be done to ...
by Megablast
Wed Aug 12, 2020 6:01 pm
Forum: Feature Suggestions [GZDoom]
Topic: A block line specifically for walking monsters (not player)
Replies: 7
Views: 1009

Re: A block line specifically for walking monsters (not play

I'd just like to chime in that I would also find ground monster blocking linedefs useful. Just one of those things where sometimes you just really need to place some impassible lines to direct ground traffic or block off cliffs you don't want the player to rocket thrust monsters off of.. Without ...
by Megablast
Fri Dec 21, 2018 1:49 am
Forum: Closed Bugs [GZDoom]
Topic: SetMusic() causing hitches in GZDoom 3.6.0
Replies: 13
Views: 693

Re: SetMusic() causing hitches in GZDoom 3.6.0

Ah I was using 0.9 for both, this does indeed sound a lot better in GZDoom. I usually keep my device audio at 30% and just leave most applications near max.. Good to know! But I do imagine most people will be running their apps loud and turning down their output volume as it's much less effort to ...
by Megablast
Fri Dec 21, 2018 1:10 am
Forum: Closed Bugs [GZDoom]
Topic: SetMusic() causing hitches in GZDoom 3.6.0
Replies: 13
Views: 693

Re: SetMusic() causing hitches in GZDoom 3.6.0

Quick follow up question: Is there any option to disable the audio normalization for the other midi devices? Was testing out an encounter with a large amount of enemies and can't hear my midi now because it gets super quiet with all the action going on. Didn't know the normalization was a thing ...
by Megablast
Thu Dec 20, 2018 11:46 pm
Forum: Closed Bugs [GZDoom]
Topic: SetMusic() causing hitches in GZDoom 3.6.0
Replies: 13
Views: 693

SetMusic() causing hitches in GZDoom 3.6.0

SetMusic is causing quite a large hitch when triggered for me.. Usually 0.2-0.5s. This also happens when I use Thing 14100 to change music in GZDoom 3.6.0. Ports I've tested GZDoom 3.6.0 Hitch GZDoom 3.3.2 Hitch GZDoom 3.1.0 Very very small hitch.. Much better than the other two ZDoom Works perfect ...
by Megablast
Wed Dec 05, 2018 1:21 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Re: Old Flying Physics for DOOM/BOOM Compatibility

Made a quick vid of the pain elemental behavior I was talking about. Slaughterfest 3 - map 33: Pain Elemental Comparison 2jKTcOYkIfE EDIT: Just to clarify Pain Elemental/Lost Soul infighting is a separate issue from the rocket splash but equally as irritating in challenge/slaughter maps, would love ...
by Megablast
Tue Dec 04, 2018 5:48 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Re: Old Flying Physics for DOOM/BOOM Compatibility

There was a video someone from Doomworld made that demonstrated this with a caco swarm in a slaughtermap. I can't remember which one, though, which doesn't help finding it back. Anyway, the cacos arrive across a wide chasm horizontally, and in PrBoom+ they stay horizontal even when pushed back with ...
by Megablast
Thu Nov 15, 2018 11:06 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Re: Old Flying Physics for DOOM/BOOM Compatibility

So the explosion knockback is a major component and that alone would be a monumental step for vanilla gameplay but there is another factor at play here I want to look at a bit closer.. Whipped up another little test bed WAD with some flying monsters and a blocking line so you can safely watch them ...
by Megablast
Thu Nov 15, 2018 5:14 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Re: Old Flying Physics for DOOM/BOOM Compatibility

Mental I applaud your efforts!
I was over here with like 15 github pages open for both ZDoom and Doom II pretending I have a clue what I'm looking for while trying to shed some light on this.
by Megablast
Thu Nov 15, 2018 2:21 am
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Re: Old Flying Physics for DOOM/BOOM Compatibility

Kind of hard to explain. I don't mean infinite height, that does indeed exist and works perfectly in GZD. I'm talking about how flying monster move around the environment when when hit by the player or when fighting each other. In GZD they move completely different than in Vanilla or Boom.. In ...
by Megablast
Wed Nov 14, 2018 11:58 pm
Forum: Closed Feature Suggestions [GZDoom]
Topic: Old Flying Physics for DOOM/BOOM Compatibility
Replies: 38
Views: 6280

Old Flying Physics for DOOM/BOOM Compatibility

Request to make flying monsters behave in a similar manner to vanilla/boom while using doom/boom compatibility in GZDoom. Let me just start by saying I very much enjoy using GZDoom for modern Doom WADs and gameplay mods or just some casual play, but there is this one issue that keeps me going back ...

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